Hiya~ Just small mods desu! Small mods! >< Because I'm that bad at modding...

Advanced

00:24:862 (4) - NC? Since it's separated from the rest of the combo, I thought a NC here would be appropriate. ><

01:25:972 (3) - This is just a small suggestion to extend the play time on this difficulty slightly. And move the spinner to 01:27:358 - . What ever you map to extend it to that point is up to you, but there are strong beats at 01:26:298 - , 01:26:787 - and 01:27:276 - just right before the suggested placement of the spinner~

I wish I could map lower difficulties that easily... ;-; I'm so bad at them...

Hard

This is probably just me but I thought that the frequent use of hiding a note under slider ends feels really awkward on a hard difficulty. It's not bad to use it at times but it feels too frequent in my opinion. The reasons I'd lower the amount of notes hiding under sliders are (1) Readability where players may often misread the next slider to be the next note and get confused about the rhythm afterwards or it leads to the other reason which is (2) Flow, in which the notes that forces the players to pause for each hidden note would disrupt the flow of the map and make it feel awkwardly snappy.

00:42:765 (3,4,5) - Mmm...I'm on the fence about this one. I had no trouble reading this (sort of) when I first played it but I suggest if there's an alternative way to map these three notes, you should try it.

00:58:417 (3,4,1,2) - Players would probably mess up the readability here and lose rhythm. A much more readable pattern and pathing might be better.

Hiya~ Just small mods desu! Small mods! >< Because I'm that bad at modding... - "bad at modding huh..?"

Advanced

00:24:862 (4) - NC? Since it's separated from the rest of the combo, I thought a NC here would be appropriate. >< - naw not really. ya see im trying to keep the NC consistent xd

01:25:972 (3) - This is just a small suggestion to extend the play time on this difficulty slightly. And move the spinner to 01:27:358 - . What ever you map to extend it to that point is up to you, but there are strong beats at 01:26:298 - , 01:26:787 - and 01:27:276 - just right before the suggested placement of the spinner~ - umu... ill keep it as is ;p

I wish I could map lower difficulties that easily... ;-; I'm so bad at them...

Hard

This is probably just me but I thought that the frequent use of hiding a note under slider ends feels really awkward on a hard difficulty. It's not bad to use it at times but it feels too frequent in my opinion. The reasons I'd lower the amount of notes hiding under sliders are (1) Readability where players may often misread the next slider to be the next note and get confused about the rhythm afterwards or it leads to the other reason which is (2) Flow, in which the notes that forces the players to pause for each hidden note would disrupt the flow of the map and make it feel awkwardly snappy. -

Parts that feels awkward in flow and readability-wise:

00:31:547 (1,2,3) - Instead of hiding it under 00:31:547 (1) - , maybe stack it on top of 00:32:199 (3) - instead. The flow won't feel as awkward because the (1) slider would flow right into (3) which you could stack (2) onto. - mm i was actually stacking it on 1 because of emphasis reasons for 3. 3 is a main beat right? so i thought it would be better here o3o

00:42:765 (3,4,5) - Mmm...I'm on the fence about this one. I had no trouble reading this (sort of) when I first played it but I suggest if there's an alternative way to map these three notes, you should try it. - stacked some more, but it should be easier to read(?)

00:58:417 (3,4,1,2) - Players would probably mess up the readability here and lose rhythm. A much more readable pattern and pathing might be better. - i made the 2nd portion more readable, but im keeping the 1st part for emphasis reasons.

01:18:472 (1) - suggesting moving this higher (keep ds ofc lol) because its a sharp movement drop in its current position which for me isn't entirely natural on a lower diff. May have to adjust everything else after01:26:461 (1) - I really think this is too short and too sudden for a normal. Might have to try changing that

AdvancedMy problem is that Normal uses largely 2/1's and 1/1's, but Advanced begins using 1/2 sliders and spaced 1/2 circles regularly. 1/2 sliders increase movement involved while at the same time the rhythm is also denser and the spacing is higher.Just think about it first and map another diff like me00:20:786 - put circle here?01:01:841 (4) - i guess this can be moved a bit so its not too far to the left?

Ok.The difficulty spike from Hard to insane is really high.Hard employs very few jumps and even then it's rarely hitcircles.Insane begins to use jumps on a regular basis and its often on continuous hitcircles.Your options would probably be either be like my Re:Call and a new diff or nerf Insane or slightly increase Hard's difficultyTake also into consideration that nerfing Insane widens the gap from Insane to SHSLHope. Personally I have reservations about the gap from Insane to SHSLHope being large already but it isn't really bad and i'm not sure eitherFurther take into consideration the spread i mentioned regarding Normal to Advanced.

Hope this helps (/w\)I would've modded on movements a bit more but I can't be sure without testplaying and I can't testplay with lag and I don't wanna get yelled at if my mod on movement wouldn't be fitting for a modern map

01:18:472 (1) - suggesting moving this higher (keep ds ofc lol) because its a sharp movement drop in its current position which for me isn't entirely natural on a lower diff. May have to adjust everything else after - ill do something about it if it gets mentioned again.01:26:461 (1) - I really think this is too short and too sudden for a normal. Might have to try changing that - well what do i do about it @_@

AdvancedMy problem is that Normal uses largely 2/1's and 1/1's, but Advanced begins using 1/2 sliders and spaced 1/2 circles regularly. 1/2 sliders increase movement involved while at the same time the rhythm is also denser and the spacing is higher. Just think about it first and map another diff like me - ill consider it. but i think its fine, really. i mean the only thing i changed was the rhythm usage. the DS is still consistent (sort of)00:20:786 - put circle here? - o-ok01:01:841 (4) - i guess this can be moved a bit so its not too far to the left? - o-o=ok

Hard00:02:332 - circle here i guess? By this point (in the set) most of the map centers on more continuous rhythm, so it feels odd to have this unmapped - i would legit map this if the focus was the pianos. sadly, it isnt, so i feel like itd would be just plain weird if i mapped this but not the entire piano jingle during this section.00:04:941 - circle? - ^00:13:256 (1) - weird rhythmic choice, considering even on the Advanced a denser rhythm is used. Probably this? http://puu.sh/tvvSp/ccd48f78e5.jpg - fixed00:56:298 (1,2,3) - suggestion: These sliders oughtta be on vocal red ticks, with (1) starting at 00:56:135 - b-but, muh emphasis...01:17:167 (1,2,3,4) - maybe you can follow vocals here again? i mean, I'm not sure I'm hearing something that can be mapped to with 1/2 circles - ;c

Ok.The difficulty spike from Hard to insane is really high.Hard employs very few jumps and even then it's rarely hitcircles.Insane begins to use jumps on a regular basis and its often on continuous hitcircles.Your options would probably be either be like my Re:Call and a new diff or nerf Insane or slightly increase Hard's difficultyTake also into consideration that nerfing Insane widens the gap from Insane to SHSLHope. Personally I have reservations about the gap from Insane to SHSLHope being large already but it isn't really bad and i'm not sure eitherFurther take into consideration the spread i mentioned regarding Normal to Advanced. - ill have to map another insane. i mean, 3.1 --> 4.77 stars isnt very helpful here.

Hope this helps (/w\) - mods always help!I would've modded on movements a bit more but I can't be sure without testplaying and I can't testplay with lag and I don't wanna get yelled at if my mod on movement wouldn't be fitting for a modern map - it did fine. probably.

thanks for the mod, dad~

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